<?php
/**
 * <https://y.st./>
 * Copyright © 2018 Alex Yst <mailto:copyright@y.st>
 * 
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 * but WITHOUT ANY WARRANTY; without even the implied warranty of
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 * GNU General Public License for more details.
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 * You should have received a copy of the GNU General Public License
 * along with this program. If not, see <https://www.gnu.org./licenses/>.
**/

$xhtml = array(
	'<{title}>' => 'Starting over',
	'takedown' => '2017-11-01',
	'<{body}>' => <<<END
<section id="drudgery">
	<h2>Drudgery</h2>
	<p>
		The discussion continues:
	</p>
	<blockquote>
		<p>
			I don&apos;t believe we&apos;d be without light bulbs or intermittent wind shield wiper movements without patents.
			People have invented long before patents were written into law, and they&apos;ll continue to invent long after patents are removed from law, if they ever are.
			(I doubt patent law will ever be abolished.)
			There are also numerous examples of times, like in the article, where patents have <strong>*prevented*</strong> development.
			This is especially true in the fields of medicine and computer science, though I imagine many other fields have been vastly hindered as well.
		</p>
	</blockquote>
	<p>
		My discussion post for the day:
	</p>
	<blockquote>
		<p>
			It&apos;s very sad how destructive people are on these fragile parts of nature.
			For the most part, I agree with your assessment of the article, but there&apos;s one thing I view a little differently.
			You say we need to balance finding new places to put our expanding population with the preservation of such unique places.
			As long as our population continues to expand though, we&apos;ll need more and more places to put everyone.
			Eventually, no place will be allowed to remain in its natural state.
			We don&apos;t need to find places to put our expanding population; we need to <strong>*stop expanding our population*</strong>, and perhaps even cut back our population a bit.
			This is one of a multitude of reasons I&apos;m never going to have children of my own, though there&apos;s a chance I might adopt, as I wouldn&apos;t be adding to our population growth problem that way.
		</p>
	</blockquote>
</section>
<section id="Minetest">
	<h2>Minetest</h2>
	<img src="/y.st./source/y.st./static/img/CC_BY-SA_3.0/minetest.net./weblog/2018/03/11.png" alt="A view of the disconnected rails from within my partly-constructed tunnel" class="framed-centred-image" width="800" height="600"/>
	<p>
		I realised while I was harvesting pine trees for their snow that I should rearrange my priorities for a bit.
		I&apos;ve been focussing on the tower, which needs snow to be completed.
		I&apos;ve had to set up a temporary tree farm to facilitate this.
		However, it was always my plan to run a <strong>*permanent*</strong> tree farm in the tunnel.
		I should be building the tunnel out far enough to get the tree farm started, then I can dismantle the temporary one, or at the very least, use it only to farm small plants that grow best in sunlight.
	</p>
	<p>
		I&apos;m leaving Minetest Game for now though.
		I&apos;m going to try again to build my own subgame, but I&apos;m going about it differently than last time.
		For starters, I&apos;m going to copy certain resources (the player model/texture and the sound effects at the very least) from Minetest Game.
		I&apos;m also ignoring nodes used by the engine that fall into the <code>default</code> namespace.
		That&apos;ll let me focus on the Minetest $a[API] instead of getting caught up in technicalities.
		These are all written into the legacy map code, used to prevent extremely old maps from having to be simply thrown away, but last time, I tried to implement all these nodes while maintaining the modularity I was trying to provide.
		It wasn&apos;t feasible and if I recall, it&apos;s the main reason my project fell apart.
		Besides, that legacy code only applies to Minetest Game anyway.
		Such old maps get converted by the engine to use that subgame, as it&apos;s the continuation of the subgames-don&apos;t-exist-back-then old singular game.
		That legacy code will literally have no effect on my subgame, and implementing those nodes only serves to frustrate me, with zero gain whatsoever.
	</p>
	<p>
		I&apos;ve taken some of my old images I drew last time I tried to build a subgame, so I&apos;ve got a bit of a head start.
		For now, my main goal is to define the nodes actually used by the engine for special purposes during map generation.
		That&apos;ll make the <code>v6</code> map generator generate something that looks like an actual, playable world, though the world will be more void of resources than it appears at first glance.
		There won&apos;t be any minerals underground, for example.
		From there, I&apos;ll build the code to implement this barren world structure in the other map generators, besides <code>singlenode</code>.
		Aside from <code>v6</code> and <code>singlenode</code>, all Minetest map generators make use of a biome $a[API] that lets game developers and modders define the environment pretty well.
		<code>v6</code> instead has hard-coded biomes, while <code>singlenode</code> doesn&apos;t generate a usable map at all, leaving that to be done in the Lua scripts.
		Next, I guess I&apos;ll work of isolating the player model code and turning that into a stand-alone mod to put in my game, then work on expanding the game from there.
		With those basics out of the way, there won&apos;t be a particular focus that needs more attention than the others.
		On second thought ... after looking at some of these nodes I need to implement, I might not isolate development into these clean phases even to start with.
		I might not use some of these nodes in the biome-respecting map generators, so I&apos;ll want to write up the code that implements them in other ways as I come to those nodes while working on mapgen.
	</p>
</section>
END
);
